SlideShare a Scribd company logo
1 of 49
IM2044 – Week 2: Lecture
Dr. Andres Baravalle
Outline
•
•
•
•

What is cognition?
What are users good and bad at?
Mental Models
Theories of cognition

2
Interaction design
• The next slides are based on the
companion slides for the textbook

3
What is cognition?
• Experiential cognition is a state of mind
in which we perceive, act and react to
events around us effectively and
effortlessly (Norman, 1993)
• Examples include driving a car, reading a
book or discussing

4
What is cognition? (2)
• Reflective cognition involves thinking,
comparing and decision making
• Examples include learning, writing – and
your tutorial activities

5
Cognitive processes
• Cognition can also be described in terms of
cognitive processes
• Examples include:
–
–
–
–
–
–

Attention
Perception and recognition
Memory
Learning
Reading, speaking and listening
Problem-solving, planning, reasoning and decisionmaking
6
Why do we need to understand
cognition?
• Interacting with technology is involves a number of
cognitive processes
• Need to take into account cognitive processes
involved and cognitive limitations of users
• Provides knowledge about what users can and cannot
be expected to do
• Identifies and explains the nature and causes of
problems users encounter
• Supply theories, modelling tools, guidance and
methods that can lead to the design of better interactive
products

7
Attention
• Selecting things to concentrate on at a point in
time from the mass of stimuli around us
– Allows us to focus on information that is relevant to
what we are doing
– Involves audio and/or visual senses
– Enables us to be selective in terms of the mass of
stimuli but limits our ability to keep track of all events

• Information at the interface should be structured
to capture users’ attention appropriately, e.g. use
perceptual boundaries (windows), colour,
video/sound
8
Activity: Find the price of a double
room at the Holiday Inn in Bradley

9
Activity: Find the price for a double
room at the Quality Inn in Columbia

10
Results
• Tullis (1987) found that the two screens
produced quite different results
– 1st screen - took an average of 5.5 seconds to search
– 2nd screen - took 3.2 seconds to search

• Why, since both displays have the same density
of information (31%)?
• Spacing
– In the 1st screen the information is bunched up together, making
it hard to search
– In the 2nd screen the characters are grouped into vertical
categories of information making it easier

11
Multitasking and attention
• Is it possible to perform multiple tasks without
one or more of them being detrimentally
affected?
• Ophir et al (2009) compared heavy vs light multitaskers
– Heavy were more prone to being distracted than
those who infrequently multitask
– Heavy multi-taskers are easily distracted and find it
difficult to filter irrelevant information

12
Design implications for attention
• Make information salient when it needs attending to
• Use techniques that make things stand out like colour,
ordering, spacing, underlining, sequencing and
animation
• Avoid cluttering the interface with too much information
• Avoid using too much because the software allows it

13
Design implications for attention
(2)
• Overuse of graphics
Our Situation
 State

the bad news
 Be clear, don’t try to obscure the
situation

14
Perception
• How information is acquired from the
environment and transformed into
experiences
• Vision is the most dominant sense for
sighted individuals
– Design representations that are readily
perceivable, e.g.
• Text should be legible
• Icons should be easy to distinguish and readable
15
Is color contrast good? Find
italian

16
Are borders and white space
better? Find french

17
Activity
• Weller (2004) found people took less time to
locate items for information that was grouped
– using a border (2nd screen) compared with using
color contrast (1st screen)

• Some argue that too much white space on web
pages is detrimental to search
– Makes it hard to find information

18
Which is easiest to read and
why?
What is the time?

What is the time?

What is the time?

What is the time?

What is the time?

19
Design implications
• Icons should enable users to readily
distinguish their meaning
• Bordering and spacing are effective
visual ways of grouping information
• Text should be legible and distinguishable
from the background

20
Memory
• Involves first encoding and then
retrieving knowledge
• We don’t remember everything - involves
filtering and processing what is attended
to
• Context is important in affecting our
memory (i.e. where, when)
• We recognize things much better than
being able to recall things
21
Processing in memory
• Encoding is first stage of memory
– Determines which information is attended to
in the environment and how it is interpreted

• The more attention paid to something…
– The more it is processed in terms of thinking
about it and comparing it with other
knowledge…
– The more likely it is to be remembered

22
Context is important
• Context affects the extent to which information
can be subsequently retrieved
• Sometimes it can be difficult for people to recall
information that was encoded in a different
context:
– “You are on a train and someone comes up to you and says
hello. You don’t recognize him for a few moments but then
realize it is one of your neighbors. You are only used to seeing
your neighbor in the hallway of your apartment block and seeing
him out of context makes him difficult to recognize initially”

23
Recognition versus recall
• Command-based interfaces require users to
recall from memory a name from a possible set
of 100s
• GUIs provide visually-based options that users
need only browse through until they recognize
one
• Web browsers, MP3 players, etc., provide lists of
visited URLs, song titles etc., that support
recognition memory

24
Personal information management
• Personal information management is a growing problem
for many users
– vast numbers of documents, images, music files, video clips,
emails, attachments, bookmarks, etc.,
– where and how to save them all, then remembering what they
were called and where to find them again
– naming most common means of encoding them
– but can be difficult to remember, especially when have 1000s
and 1000s
– How might such a process be facilitated taking into account
people’s memory abilities?

25
Personal information
management
• Memory involves 2 processes
– Recall-directed and recognition-based scanning

• File management systems should be designed
to optimize both kinds of memory processes
– e.g. Search box and history list

• Help users encode files in richer ways
– Provide them with ways of saving files using colour,
flagging, image, flexible text, time stamping, etc

26
Design implications
• Don’t overload users’ memories with
complicated procedures for carrying out tasks
• Design interfaces that promote recognition
rather than recall
• Provide users with various ways of encoding
information to help them remember
– e.g. categories, color, flagging, time stamping

27
Learning in HCI
• Learning in HCI can be considered in
terms of:
– How to learn to use a computer-based
application
– Using a computer-based application to
understand a given topic

28
Learning in HCI (2)
• People find it hard to learn by following
instructions in a manual
• prefer to learn by doing

29
Design implications
• Design interfaces that encourage
exploration
• Design interfaces that constrain and
guide learners
• Dynamically link concepts and
representations to facilitate the learning of
complex material

30
Reading, speaking, and
listening
• The ease with which people can read, listen, or
speak differs
– Many prefer listening to reading
– Reading can be quicker than speaking or listening
– Listening requires less cognitive effort than reading or
speaking
– Dyslexics have difficulties understanding and
recognizing written words

31
Applications
• Speech-recognition systems allow users to interact with
them by using spoken commands
– e.g. Google Voice Search app

• Speech-output systems use artificially generated speech
• e.g. written-text-to-speech systems for the blind
• Natural-language systems enable users to type in
questions and give text-based responses
– e.g. Ask search engine

32
Problem-solving, planning, reasoning
and decision-making
• They are all processes involving reflective cognition
– e.g. thinking about what to do, what the options are,
and the consequences
• Often involves conscious processes, discussion with
others (or oneself), and the use of artefacts
– e.g. maps, books, pen and paper
• May involve working through different scenarios and
deciding which is best option

33
Cognitive frameworks
• Developed to explain and predict user
behaviour based on theories of cognition
• We will cover in the next pages some of
the models described on your textbook

35
Mental models
• Users develop an understanding of a system through
learning about and using it
• Knowledge is sometimes described as a mental model:
– How to use the system (what to do next)
– What to do with unfamiliar systems or unexpected situations
(how the system works)

• People make inferences using mental models of how to
carry out tasks

36
Mental models (2)
• Craik (1943) described mental models as:
– internal constructions of some aspect of the external
world enabling predictions to be made

• Involves unconscious and conscious processes
– images and analogies are activated

• Deep versus shallow models
– e.g. how to drive a car and how it works

37
Gulfs of execution and
evaluation

• The ‘gulfs’ explicate the gaps that exist between
the user and the interface
• The gulf of execution
– the distance from the user to the physical system

• The gulf of evaluation
– the distance from the physical system to the user

• Bridging the gulfs can reduce cognitive effort
required to perform tasks

39

Norman, 1986; Hutchins et al, 1986
Bridging the gulfs

40
Limitations
• Based on modelling mental activities that
happen exclusively inside the head
• Do not adequately account for how people
interact with computers and other devices
in real world

41
External cognition
• Concerned with explaining how we interact with external
representations (e.g. maps, notes, diagrams)
• What are the cognitive benefits and what processes
involved
• How they extend our cognition
• What computer-based representations can we develop
to help even more?
– Externalizing
– Computational offloading
– Annotating and cognitive tracing

42
Externalizing to reduce memory
load
• Diaries, reminders, calendars, notes, shopping lists, todo lists
– written to remind us of what to do

• Post-its, piles, marked emails
– where placed indicates priority of what to do

• External representations:
– Remind us that we need to do something (e.g. to buy something
for mother’s day)
– Remind us of what to do (e.g. buy a card)
– Remind us when to do something (e.g. send a card by a certain
date)

43
Computational offloading
• When a tool is used in conjunction with an external
representation to carry out a computation (e.g. pen and
paper)
• Try doing the two sums below (a) in your head, (b) on a
piece of paper and c) with a calculator.
– 234 x 456 =??
– CCXXXIIII x CCCCXXXXXVI = ???

• Which is easiest and why? Both are identical sums

44
Annotation and cognitive tracing
• Annotation involves modifying existing representations
through making marks
– e.g. crossing off, ticking, underlining

• Cognitive tracing involves externally manipulating items
into different orders or structures
– e.g. playing Scrabble, playing cards

45
Design implication
• Provide external representations at the interface
that reduce memory load and facilitate
computational offloading

e.g. Information
visualizations have
been designed to
allow people to make
sense and rapid
decisions about
masses of data

46
Distributed cognition
• Concerned with the nature of cognitive
phenomena across individuals, artifacts, and
internal and external representations (Hutchins,
1995)
• Describes these in terms of propagation across
representational state
• Information is transformed through different
media (computers, displays, paper, heads)

47
How it differs from information
processing

48
49
What’s involved
• The distributed problem-solving that takes place
• The role of verbal and non-verbal behavior
• The various coordinating mechanisms that are
used (e.g. rules, procedures)
• The communication that takes place as the
collaborative activity progresses
• How knowledge is shared and accessed

50
Summary
• Cognition involves several processes including
attention, memory, perception and learning
• The way an interface is designed can greatly
affect how well users can perceive, attend, learn
and remember how to do their tasks
• Theoretical frameworks provide ways of
understanding how and why people interact with
products
• This can lead to thinking about how to design
better products
51

More Related Content

What's hot

HCI 3e - Ch 6: HCI in the software process
HCI 3e - Ch 6:  HCI in the software processHCI 3e - Ch 6:  HCI in the software process
HCI 3e - Ch 6: HCI in the software processAlan Dix
 
Lecture 3: Human-Computer Interaction: HCI Design (2014)
Lecture 3: Human-Computer Interaction: HCI Design (2014)Lecture 3: Human-Computer Interaction: HCI Design (2014)
Lecture 3: Human-Computer Interaction: HCI Design (2014)Lora Aroyo
 
HCI - Chapter 1
HCI - Chapter 1HCI - Chapter 1
HCI - Chapter 1Alan Dix
 
HCI 3e - Ch 10: Universal design
HCI 3e - Ch 10:  Universal designHCI 3e - Ch 10:  Universal design
HCI 3e - Ch 10: Universal designAlan Dix
 
User Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionUser Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionbrindaN
 
HCI - Chapter 3
HCI - Chapter 3HCI - Chapter 3
HCI - Chapter 3Alan Dix
 
Human Computer Interaction Notes 176.pdf
Human Computer Interaction Notes 176.pdfHuman Computer Interaction Notes 176.pdf
Human Computer Interaction Notes 176.pdfvijaykumarK44
 
Human Computer Interaction (HCI)
Human Computer Interaction (HCI) Human Computer Interaction (HCI)
Human Computer Interaction (HCI) Sachith Perera
 
Human Computer Interaction Introduction
Human Computer Interaction IntroductionHuman Computer Interaction Introduction
Human Computer Interaction IntroductionN.Jagadish Kumar
 
HCI - Chapter 6
HCI - Chapter 6HCI - Chapter 6
HCI - Chapter 6Alan Dix
 
HCI 3e - Ch 8: Implementation support
HCI 3e - Ch 8:  Implementation supportHCI 3e - Ch 8:  Implementation support
HCI 3e - Ch 8: Implementation supportAlan Dix
 
Introduction to HCI
Introduction to HCI Introduction to HCI
Introduction to HCI Deskala
 
Introduction to Interaction Design
Introduction to Interaction DesignIntroduction to Interaction Design
Introduction to Interaction DesignMark Billinghurst
 
Human Computer Interaction - Interaction Design
Human Computer Interaction - Interaction DesignHuman Computer Interaction - Interaction Design
Human Computer Interaction - Interaction DesignVrushali Dhanokar
 
HCI 3e - Ch 12: Cognitive models
HCI 3e - Ch 12:  Cognitive modelsHCI 3e - Ch 12:  Cognitive models
HCI 3e - Ch 12: Cognitive modelsAlan Dix
 

What's hot (20)

HCI 3e - Ch 6: HCI in the software process
HCI 3e - Ch 6:  HCI in the software processHCI 3e - Ch 6:  HCI in the software process
HCI 3e - Ch 6: HCI in the software process
 
Lecture 3: Human-Computer Interaction: HCI Design (2014)
Lecture 3: Human-Computer Interaction: HCI Design (2014)Lecture 3: Human-Computer Interaction: HCI Design (2014)
Lecture 3: Human-Computer Interaction: HCI Design (2014)
 
HCI - Chapter 1
HCI - Chapter 1HCI - Chapter 1
HCI - Chapter 1
 
HCI 3e - Ch 10: Universal design
HCI 3e - Ch 10:  Universal designHCI 3e - Ch 10:  Universal design
HCI 3e - Ch 10: Universal design
 
Hci activity#3
Hci activity#3Hci activity#3
Hci activity#3
 
User Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionUser Interface Design - Module 1 Introduction
User Interface Design - Module 1 Introduction
 
HCI - Chapter 3
HCI - Chapter 3HCI - Chapter 3
HCI - Chapter 3
 
HCI
HCIHCI
HCI
 
Human Computer Interaction Notes 176.pdf
Human Computer Interaction Notes 176.pdfHuman Computer Interaction Notes 176.pdf
Human Computer Interaction Notes 176.pdf
 
HCI Presentation
HCI PresentationHCI Presentation
HCI Presentation
 
Chapter 12 user interface design
Chapter 12 user interface designChapter 12 user interface design
Chapter 12 user interface design
 
Human Computer Interaction (HCI)
Human Computer Interaction (HCI) Human Computer Interaction (HCI)
Human Computer Interaction (HCI)
 
Human Computer Interaction Introduction
Human Computer Interaction IntroductionHuman Computer Interaction Introduction
Human Computer Interaction Introduction
 
Interactive design basics
Interactive design basicsInteractive design basics
Interactive design basics
 
HCI - Chapter 6
HCI - Chapter 6HCI - Chapter 6
HCI - Chapter 6
 
HCI 3e - Ch 8: Implementation support
HCI 3e - Ch 8:  Implementation supportHCI 3e - Ch 8:  Implementation support
HCI 3e - Ch 8: Implementation support
 
Introduction to HCI
Introduction to HCI Introduction to HCI
Introduction to HCI
 
Introduction to Interaction Design
Introduction to Interaction DesignIntroduction to Interaction Design
Introduction to Interaction Design
 
Human Computer Interaction - Interaction Design
Human Computer Interaction - Interaction DesignHuman Computer Interaction - Interaction Design
Human Computer Interaction - Interaction Design
 
HCI 3e - Ch 12: Cognitive models
HCI 3e - Ch 12:  Cognitive modelsHCI 3e - Ch 12:  Cognitive models
HCI 3e - Ch 12: Cognitive models
 

Viewers also liked

Small Cognitive Psychology for Big Interaction Design
Small Cognitive Psychology for Big Interaction DesignSmall Cognitive Psychology for Big Interaction Design
Small Cognitive Psychology for Big Interaction DesignJan Srutek
 
Data Visualization: Cognitive Psychology and Design Principles
Data Visualization:  Cognitive Psychology and Design PrinciplesData Visualization:  Cognitive Psychology and Design Principles
Data Visualization: Cognitive Psychology and Design PrinciplesDan Sweet
 
Design Principles
Design PrinciplesDesign Principles
Design PrinciplesDavid Gelb
 
Seductive Design (Psychology in Design)
Seductive Design (Psychology in Design)Seductive Design (Psychology in Design)
Seductive Design (Psychology in Design)Luke Brooker
 
Multi store model of memory
Multi store model of memoryMulti store model of memory
Multi store model of memoryleannacatherina
 
Cognitive process
Cognitive processCognitive process
Cognitive processJen Sapida
 
Jan Vlček: Gamifikace 101
Jan Vlček: Gamifikace 101Jan Vlček: Gamifikace 101
Jan Vlček: Gamifikace 101WebExpo
 
Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...
Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...
Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...Omar Sosa-Tzec
 
Cognitive 08 - 04 attention
Cognitive 08 - 04 attentionCognitive 08 - 04 attention
Cognitive 08 - 04 attentionAdi Respati
 
Small CogPsy for Big Interaction Design - UX Cambridge 2012
Small CogPsy for Big Interaction Design - UX Cambridge 2012Small CogPsy for Big Interaction Design - UX Cambridge 2012
Small CogPsy for Big Interaction Design - UX Cambridge 2012Jan Srutek
 
Psychology memory cognition language power point
Psychology memory cognition language power pointPsychology memory cognition language power point
Psychology memory cognition language power pointTimothy Bradley
 
Cognitive ergonomics Presentation
Cognitive ergonomics PresentationCognitive ergonomics Presentation
Cognitive ergonomics Presentationhazelkidney12
 
KAJIAN TINJAUAN PENGGUNAAN PORTAL MYGURU2 (UPSI) KPT 6044 (14DIS2013)
KAJIAN TINJAUAN PENGGUNAAN PORTAL MYGURU2 (UPSI) KPT 6044 (14DIS2013)KAJIAN TINJAUAN PENGGUNAAN PORTAL MYGURU2 (UPSI) KPT 6044 (14DIS2013)
KAJIAN TINJAUAN PENGGUNAAN PORTAL MYGURU2 (UPSI) KPT 6044 (14DIS2013)Wak Sekawi
 
Neural basis of social cognition based on fMRI studies, Yoko Mano
Neural basis of social cognition based on fMRI studies, Yoko ManoNeural basis of social cognition based on fMRI studies, Yoko Mano
Neural basis of social cognition based on fMRI studies, Yoko ManoKIT Cognitive Interaction Design
 
Cognitive processes memory
Cognitive processes memoryCognitive processes memory
Cognitive processes memoryIAU Dent
 

Viewers also liked (20)

Small Cognitive Psychology for Big Interaction Design
Small Cognitive Psychology for Big Interaction DesignSmall Cognitive Psychology for Big Interaction Design
Small Cognitive Psychology for Big Interaction Design
 
Cognitive framework
Cognitive frameworkCognitive framework
Cognitive framework
 
Data Visualization: Cognitive Psychology and Design Principles
Data Visualization:  Cognitive Psychology and Design PrinciplesData Visualization:  Cognitive Psychology and Design Principles
Data Visualization: Cognitive Psychology and Design Principles
 
Design Principles
Design PrinciplesDesign Principles
Design Principles
 
Seductive Design (Psychology in Design)
Seductive Design (Psychology in Design)Seductive Design (Psychology in Design)
Seductive Design (Psychology in Design)
 
Multi store model of memory
Multi store model of memoryMulti store model of memory
Multi store model of memory
 
Cognitive process
Cognitive processCognitive process
Cognitive process
 
Jan Vlček: Gamifikace 101
Jan Vlček: Gamifikace 101Jan Vlček: Gamifikace 101
Jan Vlček: Gamifikace 101
 
Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...
Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...
Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...
 
Comp10092 hci
Comp10092 hciComp10092 hci
Comp10092 hci
 
Cognitive 08 - 04 attention
Cognitive 08 - 04 attentionCognitive 08 - 04 attention
Cognitive 08 - 04 attention
 
Small CogPsy for Big Interaction Design - UX Cambridge 2012
Small CogPsy for Big Interaction Design - UX Cambridge 2012Small CogPsy for Big Interaction Design - UX Cambridge 2012
Small CogPsy for Big Interaction Design - UX Cambridge 2012
 
IFI7159 M3
IFI7159 M3IFI7159 M3
IFI7159 M3
 
Psychology memory cognition language power point
Psychology memory cognition language power pointPsychology memory cognition language power point
Psychology memory cognition language power point
 
Cognitive ergonomics Presentation
Cognitive ergonomics PresentationCognitive ergonomics Presentation
Cognitive ergonomics Presentation
 
KAJIAN TINJAUAN PENGGUNAAN PORTAL MYGURU2 (UPSI) KPT 6044 (14DIS2013)
KAJIAN TINJAUAN PENGGUNAAN PORTAL MYGURU2 (UPSI) KPT 6044 (14DIS2013)KAJIAN TINJAUAN PENGGUNAAN PORTAL MYGURU2 (UPSI) KPT 6044 (14DIS2013)
KAJIAN TINJAUAN PENGGUNAAN PORTAL MYGURU2 (UPSI) KPT 6044 (14DIS2013)
 
Interfaces
InterfacesInterfaces
Interfaces
 
Issue-based metrics
Issue-based metricsIssue-based metrics
Issue-based metrics
 
Neural basis of social cognition based on fMRI studies, Yoko Mano
Neural basis of social cognition based on fMRI studies, Yoko ManoNeural basis of social cognition based on fMRI studies, Yoko Mano
Neural basis of social cognition based on fMRI studies, Yoko Mano
 
Cognitive processes memory
Cognitive processes memoryCognitive processes memory
Cognitive processes memory
 

Similar to Interaction design and cognitive aspects

CIS375 Interaction Designs Chapter3
CIS375 Interaction Designs Chapter3CIS375 Interaction Designs Chapter3
CIS375 Interaction Designs Chapter3Dr. Ahmed Al Zaidy
 
Chapter%203sah.pptx.pptx
Chapter%203sah.pptx.pptxChapter%203sah.pptx.pptx
Chapter%203sah.pptx.pptxJaamacAbdikhayr
 
CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2Dr. Ahmed Al Zaidy
 
Cognitive frameworks
Cognitive frameworksCognitive frameworks
Cognitive frameworksSaqib Shehzad
 
Usability and User Experience Training Seminar
Usability and User Experience Training SeminarUsability and User Experience Training Seminar
Usability and User Experience Training Seminarlabecvar
 
Cognition, information processing, perception and attention
Cognition, information processing, perception and attentionCognition, information processing, perception and attention
Cognition, information processing, perception and attentionSaqib Shehzad
 
User Interface Design- Module 2 Uid Process
User Interface Design- Module 2 Uid ProcessUser Interface Design- Module 2 Uid Process
User Interface Design- Module 2 Uid ProcessbrindaN
 
Interaction design: desiging user interfaces for digital products
Interaction design: desiging user interfaces for digital productsInteraction design: desiging user interfaces for digital products
Interaction design: desiging user interfaces for digital productsDavid Little
 
CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6Dr. Ahmed Al Zaidy
 
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUModule 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUSachin Gowda
 
UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...
UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...
UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...UXPA International
 
Cognition in HCI
Cognition in HCICognition in HCI
Cognition in HCIUm e Farwa
 
Adv. HCI Lecture1 - Introduction
Adv. HCI Lecture1 - IntroductionAdv. HCI Lecture1 - Introduction
Adv. HCI Lecture1 - IntroductionTanzila Kehkashan
 
Interaction design workshop
Interaction design workshopInteraction design workshop
Interaction design workshopShyamala Prayaga
 
UNIT III Lecture-I.pptx
UNIT III Lecture-I.pptxUNIT III Lecture-I.pptx
UNIT III Lecture-I.pptxAmirEyni1
 
Momentum or freefall? Digital literacies and the dangerous metaphor of progress
Momentum or freefall? Digital literacies and the dangerous metaphor of progressMomentum or freefall? Digital literacies and the dangerous metaphor of progress
Momentum or freefall? Digital literacies and the dangerous metaphor of progressMartin Oliver
 

Similar to Interaction design and cognitive aspects (20)

chapter3.pptx
chapter3.pptxchapter3.pptx
chapter3.pptx
 
CIS375 Interaction Designs Chapter3
CIS375 Interaction Designs Chapter3CIS375 Interaction Designs Chapter3
CIS375 Interaction Designs Chapter3
 
Chapter%203sah.pptx.pptx
Chapter%203sah.pptx.pptxChapter%203sah.pptx.pptx
Chapter%203sah.pptx.pptx
 
Chapter3 id ed01
Chapter3 id ed01Chapter3 id ed01
Chapter3 id ed01
 
CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2
 
Cognitive frameworks
Cognitive frameworksCognitive frameworks
Cognitive frameworks
 
Usability and User Experience Training Seminar
Usability and User Experience Training SeminarUsability and User Experience Training Seminar
Usability and User Experience Training Seminar
 
Cognition, information processing, perception and attention
Cognition, information processing, perception and attentionCognition, information processing, perception and attention
Cognition, information processing, perception and attention
 
User Interface Design- Module 2 Uid Process
User Interface Design- Module 2 Uid ProcessUser Interface Design- Module 2 Uid Process
User Interface Design- Module 2 Uid Process
 
Interaction design: desiging user interfaces for digital products
Interaction design: desiging user interfaces for digital productsInteraction design: desiging user interfaces for digital products
Interaction design: desiging user interfaces for digital products
 
CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6
 
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUModule 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
 
UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...
UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...
UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...
 
Cognition in HCI
Cognition in HCICognition in HCI
Cognition in HCI
 
Adv. HCI Lecture1 - Introduction
Adv. HCI Lecture1 - IntroductionAdv. HCI Lecture1 - Introduction
Adv. HCI Lecture1 - Introduction
 
Interaction design workshop
Interaction design workshopInteraction design workshop
Interaction design workshop
 
Lecture1.ppt
Lecture1.pptLecture1.ppt
Lecture1.ppt
 
Lesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdfLesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdf
 
UNIT III Lecture-I.pptx
UNIT III Lecture-I.pptxUNIT III Lecture-I.pptx
UNIT III Lecture-I.pptx
 
Momentum or freefall? Digital literacies and the dangerous metaphor of progress
Momentum or freefall? Digital literacies and the dangerous metaphor of progressMomentum or freefall? Digital literacies and the dangerous metaphor of progress
Momentum or freefall? Digital literacies and the dangerous metaphor of progress
 

More from Andres Baravalle

Dark web markets: from the silk road to alphabay, trends and developments
Dark web markets: from the silk road to alphabay, trends and developmentsDark web markets: from the silk road to alphabay, trends and developments
Dark web markets: from the silk road to alphabay, trends and developmentsAndres Baravalle
 
Introduction to JavaScript
Introduction to JavaScriptIntroduction to JavaScript
Introduction to JavaScriptAndres Baravalle
 
Social, professional, ethical and legal issues
Social, professional, ethical and legal issuesSocial, professional, ethical and legal issues
Social, professional, ethical and legal issuesAndres Baravalle
 
Accessibility introduction
Accessibility introductionAccessibility introduction
Accessibility introductionAndres Baravalle
 
Design rules and usability requirements
Design rules and usability requirementsDesign rules and usability requirements
Design rules and usability requirementsAndres Baravalle
 
Usability evaluation methods (part 2) and performance metrics
Usability evaluation methods (part 2) and performance metricsUsability evaluation methods (part 2) and performance metrics
Usability evaluation methods (part 2) and performance metricsAndres Baravalle
 
Planning and usability evaluation methods
Planning and usability evaluation methodsPlanning and usability evaluation methods
Planning and usability evaluation methodsAndres Baravalle
 
Background on Usability Engineering
Background on Usability EngineeringBackground on Usability Engineering
Background on Usability EngineeringAndres Baravalle
 
Measuring the user experience
Measuring the user experienceMeasuring the user experience
Measuring the user experienceAndres Baravalle
 
SPEL (Social, professional, ethical and legal) issues in Usability
SPEL (Social, professional, ethical and legal) issues in UsabilitySPEL (Social, professional, ethical and legal) issues in Usability
SPEL (Social, professional, ethical and legal) issues in UsabilityAndres Baravalle
 
Accessibility: introduction
Accessibility: introduction  Accessibility: introduction
Accessibility: introduction Andres Baravalle
 
Usability evaluations (part 3)
Usability evaluations (part 3) Usability evaluations (part 3)
Usability evaluations (part 3) Andres Baravalle
 
Usability evaluations (part 2)
Usability evaluations (part 2) Usability evaluations (part 2)
Usability evaluations (part 2) Andres Baravalle
 
Data collection and analysis
Data collection and analysisData collection and analysis
Data collection and analysisAndres Baravalle
 

More from Andres Baravalle (20)

Dark web markets: from the silk road to alphabay, trends and developments
Dark web markets: from the silk road to alphabay, trends and developmentsDark web markets: from the silk road to alphabay, trends and developments
Dark web markets: from the silk road to alphabay, trends and developments
 
Introduction to jQuery
Introduction to jQueryIntroduction to jQuery
Introduction to jQuery
 
Introduction to JavaScript
Introduction to JavaScriptIntroduction to JavaScript
Introduction to JavaScript
 
Don't make me think
Don't make me thinkDon't make me think
Don't make me think
 
Social, professional, ethical and legal issues
Social, professional, ethical and legal issuesSocial, professional, ethical and legal issues
Social, professional, ethical and legal issues
 
Accessibility introduction
Accessibility introductionAccessibility introduction
Accessibility introduction
 
Designing and prototyping
Designing and prototypingDesigning and prototyping
Designing and prototyping
 
Design rules and usability requirements
Design rules and usability requirementsDesign rules and usability requirements
Design rules and usability requirements
 
Other metrics
Other metricsOther metrics
Other metrics
 
Usability evaluation methods (part 2) and performance metrics
Usability evaluation methods (part 2) and performance metricsUsability evaluation methods (part 2) and performance metrics
Usability evaluation methods (part 2) and performance metrics
 
Planning and usability evaluation methods
Planning and usability evaluation methodsPlanning and usability evaluation methods
Planning and usability evaluation methods
 
Background on Usability Engineering
Background on Usability EngineeringBackground on Usability Engineering
Background on Usability Engineering
 
Measuring the user experience
Measuring the user experienceMeasuring the user experience
Measuring the user experience
 
Don’t make me think
Don’t make me thinkDon’t make me think
Don’t make me think
 
SPEL (Social, professional, ethical and legal) issues in Usability
SPEL (Social, professional, ethical and legal) issues in UsabilitySPEL (Social, professional, ethical and legal) issues in Usability
SPEL (Social, professional, ethical and legal) issues in Usability
 
Accessibility: introduction
Accessibility: introduction  Accessibility: introduction
Accessibility: introduction
 
Usability evaluations (part 3)
Usability evaluations (part 3) Usability evaluations (part 3)
Usability evaluations (part 3)
 
Usability evaluations (part 2)
Usability evaluations (part 2) Usability evaluations (part 2)
Usability evaluations (part 2)
 
Data collection and analysis
Data collection and analysisData collection and analysis
Data collection and analysis
 
Designing and prototyping
Designing and prototypingDesigning and prototyping
Designing and prototyping
 

Recently uploaded

DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptxDIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptxMichelleTuguinay1
 
Scientific Writing :Research Discourse
Scientific  Writing :Research  DiscourseScientific  Writing :Research  Discourse
Scientific Writing :Research DiscourseAnita GoswamiGiri
 
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Association for Project Management
 
Narcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfNarcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfPrerana Jadhav
 
Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management systemChristalin Nelson
 
ESP 4-EDITED.pdfmmcncncncmcmmnmnmncnmncmnnjvnnv
ESP 4-EDITED.pdfmmcncncncmcmmnmnmncnmncmnnjvnnvESP 4-EDITED.pdfmmcncncncmcmmnmnmncnmncmnnjvnnv
ESP 4-EDITED.pdfmmcncncncmcmmnmnmncnmncmnnjvnnvRicaMaeCastro1
 
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...Nguyen Thanh Tu Collection
 
How to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseHow to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseCeline George
 
How to Fix XML SyntaxError in Odoo the 17
How to Fix XML SyntaxError in Odoo the 17How to Fix XML SyntaxError in Odoo the 17
How to Fix XML SyntaxError in Odoo the 17Celine George
 
Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmStan Meyer
 
Measures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataMeasures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataBabyAnnMotar
 
MS4 level being good citizen -imperative- (1) (1).pdf
MS4 level   being good citizen -imperative- (1) (1).pdfMS4 level   being good citizen -imperative- (1) (1).pdf
MS4 level being good citizen -imperative- (1) (1).pdfMr Bounab Samir
 
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptxDecoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptxDhatriParmar
 
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptxMan or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptxDhatriParmar
 
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITWQ-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITWQuiz Club NITW
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)lakshayb543
 
ROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxVanesaIglesias10
 
Daily Lesson Plan in Mathematics Quarter 4
Daily Lesson Plan in Mathematics Quarter 4Daily Lesson Plan in Mathematics Quarter 4
Daily Lesson Plan in Mathematics Quarter 4JOYLYNSAMANIEGO
 

Recently uploaded (20)

DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptxDIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
 
Mattingly "AI & Prompt Design: Large Language Models"
Mattingly "AI & Prompt Design: Large Language Models"Mattingly "AI & Prompt Design: Large Language Models"
Mattingly "AI & Prompt Design: Large Language Models"
 
Scientific Writing :Research Discourse
Scientific  Writing :Research  DiscourseScientific  Writing :Research  Discourse
Scientific Writing :Research Discourse
 
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
 
Narcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfNarcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdf
 
Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management system
 
ESP 4-EDITED.pdfmmcncncncmcmmnmnmncnmncmnnjvnnv
ESP 4-EDITED.pdfmmcncncncmcmmnmnmncnmncmnnjvnnvESP 4-EDITED.pdfmmcncncncmcmmnmnmncnmncmnnjvnnv
ESP 4-EDITED.pdfmmcncncncmcmmnmnmncnmncmnnjvnnv
 
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
 
How to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseHow to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 Database
 
How to Fix XML SyntaxError in Odoo the 17
How to Fix XML SyntaxError in Odoo the 17How to Fix XML SyntaxError in Odoo the 17
How to Fix XML SyntaxError in Odoo the 17
 
Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and Film
 
Measures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataMeasures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped data
 
MS4 level being good citizen -imperative- (1) (1).pdf
MS4 level   being good citizen -imperative- (1) (1).pdfMS4 level   being good citizen -imperative- (1) (1).pdf
MS4 level being good citizen -imperative- (1) (1).pdf
 
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptxDecoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
 
Paradigm shift in nursing research by RS MEHTA
Paradigm shift in nursing research by RS MEHTAParadigm shift in nursing research by RS MEHTA
Paradigm shift in nursing research by RS MEHTA
 
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptxMan or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
 
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITWQ-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
 
ROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptx
 
Daily Lesson Plan in Mathematics Quarter 4
Daily Lesson Plan in Mathematics Quarter 4Daily Lesson Plan in Mathematics Quarter 4
Daily Lesson Plan in Mathematics Quarter 4
 

Interaction design and cognitive aspects

  • 1. IM2044 – Week 2: Lecture Dr. Andres Baravalle
  • 2. Outline • • • • What is cognition? What are users good and bad at? Mental Models Theories of cognition 2
  • 3. Interaction design • The next slides are based on the companion slides for the textbook 3
  • 4. What is cognition? • Experiential cognition is a state of mind in which we perceive, act and react to events around us effectively and effortlessly (Norman, 1993) • Examples include driving a car, reading a book or discussing 4
  • 5. What is cognition? (2) • Reflective cognition involves thinking, comparing and decision making • Examples include learning, writing – and your tutorial activities 5
  • 6. Cognitive processes • Cognition can also be described in terms of cognitive processes • Examples include: – – – – – – Attention Perception and recognition Memory Learning Reading, speaking and listening Problem-solving, planning, reasoning and decisionmaking 6
  • 7. Why do we need to understand cognition? • Interacting with technology is involves a number of cognitive processes • Need to take into account cognitive processes involved and cognitive limitations of users • Provides knowledge about what users can and cannot be expected to do • Identifies and explains the nature and causes of problems users encounter • Supply theories, modelling tools, guidance and methods that can lead to the design of better interactive products 7
  • 8. Attention • Selecting things to concentrate on at a point in time from the mass of stimuli around us – Allows us to focus on information that is relevant to what we are doing – Involves audio and/or visual senses – Enables us to be selective in terms of the mass of stimuli but limits our ability to keep track of all events • Information at the interface should be structured to capture users’ attention appropriately, e.g. use perceptual boundaries (windows), colour, video/sound 8
  • 9. Activity: Find the price of a double room at the Holiday Inn in Bradley 9
  • 10. Activity: Find the price for a double room at the Quality Inn in Columbia 10
  • 11. Results • Tullis (1987) found that the two screens produced quite different results – 1st screen - took an average of 5.5 seconds to search – 2nd screen - took 3.2 seconds to search • Why, since both displays have the same density of information (31%)? • Spacing – In the 1st screen the information is bunched up together, making it hard to search – In the 2nd screen the characters are grouped into vertical categories of information making it easier 11
  • 12. Multitasking and attention • Is it possible to perform multiple tasks without one or more of them being detrimentally affected? • Ophir et al (2009) compared heavy vs light multitaskers – Heavy were more prone to being distracted than those who infrequently multitask – Heavy multi-taskers are easily distracted and find it difficult to filter irrelevant information 12
  • 13. Design implications for attention • Make information salient when it needs attending to • Use techniques that make things stand out like colour, ordering, spacing, underlining, sequencing and animation • Avoid cluttering the interface with too much information • Avoid using too much because the software allows it 13
  • 14. Design implications for attention (2) • Overuse of graphics Our Situation  State the bad news  Be clear, don’t try to obscure the situation 14
  • 15. Perception • How information is acquired from the environment and transformed into experiences • Vision is the most dominant sense for sighted individuals – Design representations that are readily perceivable, e.g. • Text should be legible • Icons should be easy to distinguish and readable 15
  • 16. Is color contrast good? Find italian 16
  • 17. Are borders and white space better? Find french 17
  • 18. Activity • Weller (2004) found people took less time to locate items for information that was grouped – using a border (2nd screen) compared with using color contrast (1st screen) • Some argue that too much white space on web pages is detrimental to search – Makes it hard to find information 18
  • 19. Which is easiest to read and why? What is the time? What is the time? What is the time? What is the time? What is the time? 19
  • 20. Design implications • Icons should enable users to readily distinguish their meaning • Bordering and spacing are effective visual ways of grouping information • Text should be legible and distinguishable from the background 20
  • 21. Memory • Involves first encoding and then retrieving knowledge • We don’t remember everything - involves filtering and processing what is attended to • Context is important in affecting our memory (i.e. where, when) • We recognize things much better than being able to recall things 21
  • 22. Processing in memory • Encoding is first stage of memory – Determines which information is attended to in the environment and how it is interpreted • The more attention paid to something… – The more it is processed in terms of thinking about it and comparing it with other knowledge… – The more likely it is to be remembered 22
  • 23. Context is important • Context affects the extent to which information can be subsequently retrieved • Sometimes it can be difficult for people to recall information that was encoded in a different context: – “You are on a train and someone comes up to you and says hello. You don’t recognize him for a few moments but then realize it is one of your neighbors. You are only used to seeing your neighbor in the hallway of your apartment block and seeing him out of context makes him difficult to recognize initially” 23
  • 24. Recognition versus recall • Command-based interfaces require users to recall from memory a name from a possible set of 100s • GUIs provide visually-based options that users need only browse through until they recognize one • Web browsers, MP3 players, etc., provide lists of visited URLs, song titles etc., that support recognition memory 24
  • 25. Personal information management • Personal information management is a growing problem for many users – vast numbers of documents, images, music files, video clips, emails, attachments, bookmarks, etc., – where and how to save them all, then remembering what they were called and where to find them again – naming most common means of encoding them – but can be difficult to remember, especially when have 1000s and 1000s – How might such a process be facilitated taking into account people’s memory abilities? 25
  • 26. Personal information management • Memory involves 2 processes – Recall-directed and recognition-based scanning • File management systems should be designed to optimize both kinds of memory processes – e.g. Search box and history list • Help users encode files in richer ways – Provide them with ways of saving files using colour, flagging, image, flexible text, time stamping, etc 26
  • 27. Design implications • Don’t overload users’ memories with complicated procedures for carrying out tasks • Design interfaces that promote recognition rather than recall • Provide users with various ways of encoding information to help them remember – e.g. categories, color, flagging, time stamping 27
  • 28. Learning in HCI • Learning in HCI can be considered in terms of: – How to learn to use a computer-based application – Using a computer-based application to understand a given topic 28
  • 29. Learning in HCI (2) • People find it hard to learn by following instructions in a manual • prefer to learn by doing 29
  • 30. Design implications • Design interfaces that encourage exploration • Design interfaces that constrain and guide learners • Dynamically link concepts and representations to facilitate the learning of complex material 30
  • 31. Reading, speaking, and listening • The ease with which people can read, listen, or speak differs – Many prefer listening to reading – Reading can be quicker than speaking or listening – Listening requires less cognitive effort than reading or speaking – Dyslexics have difficulties understanding and recognizing written words 31
  • 32. Applications • Speech-recognition systems allow users to interact with them by using spoken commands – e.g. Google Voice Search app • Speech-output systems use artificially generated speech • e.g. written-text-to-speech systems for the blind • Natural-language systems enable users to type in questions and give text-based responses – e.g. Ask search engine 32
  • 33. Problem-solving, planning, reasoning and decision-making • They are all processes involving reflective cognition – e.g. thinking about what to do, what the options are, and the consequences • Often involves conscious processes, discussion with others (or oneself), and the use of artefacts – e.g. maps, books, pen and paper • May involve working through different scenarios and deciding which is best option 33
  • 34. Cognitive frameworks • Developed to explain and predict user behaviour based on theories of cognition • We will cover in the next pages some of the models described on your textbook 35
  • 35. Mental models • Users develop an understanding of a system through learning about and using it • Knowledge is sometimes described as a mental model: – How to use the system (what to do next) – What to do with unfamiliar systems or unexpected situations (how the system works) • People make inferences using mental models of how to carry out tasks 36
  • 36. Mental models (2) • Craik (1943) described mental models as: – internal constructions of some aspect of the external world enabling predictions to be made • Involves unconscious and conscious processes – images and analogies are activated • Deep versus shallow models – e.g. how to drive a car and how it works 37
  • 37. Gulfs of execution and evaluation • The ‘gulfs’ explicate the gaps that exist between the user and the interface • The gulf of execution – the distance from the user to the physical system • The gulf of evaluation – the distance from the physical system to the user • Bridging the gulfs can reduce cognitive effort required to perform tasks 39 Norman, 1986; Hutchins et al, 1986
  • 39. Limitations • Based on modelling mental activities that happen exclusively inside the head • Do not adequately account for how people interact with computers and other devices in real world 41
  • 40. External cognition • Concerned with explaining how we interact with external representations (e.g. maps, notes, diagrams) • What are the cognitive benefits and what processes involved • How they extend our cognition • What computer-based representations can we develop to help even more? – Externalizing – Computational offloading – Annotating and cognitive tracing 42
  • 41. Externalizing to reduce memory load • Diaries, reminders, calendars, notes, shopping lists, todo lists – written to remind us of what to do • Post-its, piles, marked emails – where placed indicates priority of what to do • External representations: – Remind us that we need to do something (e.g. to buy something for mother’s day) – Remind us of what to do (e.g. buy a card) – Remind us when to do something (e.g. send a card by a certain date) 43
  • 42. Computational offloading • When a tool is used in conjunction with an external representation to carry out a computation (e.g. pen and paper) • Try doing the two sums below (a) in your head, (b) on a piece of paper and c) with a calculator. – 234 x 456 =?? – CCXXXIIII x CCCCXXXXXVI = ??? • Which is easiest and why? Both are identical sums 44
  • 43. Annotation and cognitive tracing • Annotation involves modifying existing representations through making marks – e.g. crossing off, ticking, underlining • Cognitive tracing involves externally manipulating items into different orders or structures – e.g. playing Scrabble, playing cards 45
  • 44. Design implication • Provide external representations at the interface that reduce memory load and facilitate computational offloading e.g. Information visualizations have been designed to allow people to make sense and rapid decisions about masses of data 46
  • 45. Distributed cognition • Concerned with the nature of cognitive phenomena across individuals, artifacts, and internal and external representations (Hutchins, 1995) • Describes these in terms of propagation across representational state • Information is transformed through different media (computers, displays, paper, heads) 47
  • 46. How it differs from information processing 48
  • 47. 49
  • 48. What’s involved • The distributed problem-solving that takes place • The role of verbal and non-verbal behavior • The various coordinating mechanisms that are used (e.g. rules, procedures) • The communication that takes place as the collaborative activity progresses • How knowledge is shared and accessed 50
  • 49. Summary • Cognition involves several processes including attention, memory, perception and learning • The way an interface is designed can greatly affect how well users can perceive, attend, learn and remember how to do their tasks • Theoretical frameworks provide ways of understanding how and why people interact with products • This can lead to thinking about how to design better products 51

Editor's Notes

  1. It is important to note that many of these cognitive processes are interdependent: several may be involved for a given activity. It is rare for one to occur in isolation. For example, when you try to learn material for an exam, you need to attend to the material, perceive and recognize it, read it, think about it, and try to remember it. Below we describe the various kinds in more detail, followed by a summary box highlighting core design implications for each. Most relevant for interaction design are attention and memory which we describe in greatest detail.
  2. Figure 3.8